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Mar 22nd, 2018
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  1. Update v20180322 Changelog:
  2. __________________________________________
  3.  
  4. • OSX,Linux: Added OpenGL mods' shaders support
  5. • Linux: fixed occasional crash when loading savegames
  6. • Window: fixed white borders on some UI elements
  7.  
  8. • UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
  9. • UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
  10. • UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
  11. • UI: Tourist trait shown in "Review Applicants" UI
  12. • UI: Fix for cancelation of change of display settings
  13. • UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
  14. • UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
  15. • UI: Fix for Custom anomaly icon disappearing from time to time
  16. • UI: Fixed missing sounds when some Mods are active
  17. • UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
  18. • UI: Rockets have correct (default) skin on game start
  19.  
  20. • Gameplay: Removed exploit for endless export from the Space Elevator
  21. • Gameplay: Refugees are now immune to Earthsick condition
  22. • Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
  23. • Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
  24. • Gameplay: Fix for drones not to be abandoned by RC Rover
  25. • Gameplay: Fix for maximum drones allowed to work on trade rocket
  26. • Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
  27. • Gameplay: RP cost of repeatable techs now increase after each research
  28. • Gameplay: "Alien Imprints" tech effect reduced
  29. • Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
  30. • Gameplay: Fix for stuck drones when picking up resources from destroyed farm
  31. • Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
  32. • Gameplay: Fix for RC Transport when changing skin while loading resources
  33. • Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
  34. • Gameplay: Fix for Rocket take-off in some cases
  35. • Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
  36. • Gameplay: Workers properly select workplace based on their specialty
  37. • Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
  38. • Gameplay: Easy start now always starts with a Mystery
  39. • Gameplay: Scanning que increased
  40. • Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
  41. • Gameplay: Biorobot gurus no longer create biorobots
  42. • Gameplay: Fix for replacing existing techs by using mods
  43.  
  44. • Visuals: Dome glass has correct self illumination
  45. • Visuals: Meteorite craters no longer appear over and next to objects
  46. • Visuals: NVIDIA 1050s family now loads "High" setting preset
  47. • Visuals: Fix for proper positioning of newborn child colonist at spawn
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